Information processing program, information processing server, and information processing system

ABSTRACT

Provided is an information processing program for causing a computer to realize: a game execution unit (113) that consumes a first parameter to execute a first game in the case where it is determined on the basis of the first parameter that it is possible to execute the first game; a first recovery unit (115) that recovers the first parameter up to a first recovery upper-limit value as time elapses; a second recovery unit (117) that recovers a second parameter, which is different from the first parameter, up to a second recovery upper-limit value as time elapses; and an instructed recovery unit (119) that, in the case where an instruction from a player is accepted, consumes the second parameter using a second parameter consumption amount based on the current amount of the second parameter and recovers the first parameter on the basis of the consumption amount. This makes it possible to provide a game with which the motivation of the player to participate in the game and to continue the game can be enhanced.

TECHNICAL FIELD

The present invention relates to information processing programs,information processing servers, and information processing systems.

BACKGROUND ART

Generally, in a game that is provided on a smartphone or the like, thereis a parameter indicating a certain cost. Furthermore, a player of thegame can play the game by consuming the parameter indicating the cost.In the following, the parameter indicating the cost will be referred toas “stamina”. However, the term “stamina” is just an example for thepurpose of explanation, and there are cases where the parameterindicating the cost is referred to by a name other than stamina.

In the case where sufficient stamina for playing the game is notavailable, the player of the game continues the game by recovering thestamina. For example, the player recovers the stamina to continue thegame by choosing whether to wait until the stamina is recovered as timeelapses or to recover the stamina by consuming a game currency acquiredwith payment (Patent Literature 1).

CITATION LIST Patent Literature

-   [PTL 1]-   Japanese Unexamined Patent Application, Publication No. 2012-235871

SUMMARY OF INVENTION Technical Problem

In an existing game administration device such as the one disclosed inPatent Literature 1, in the case where the player waits until thestamina is recovered as time elapses in order to play the game, it hasbeen the case that a long time may be required before playing the gamedepending on a condition set for the amount of stamina that is recoveredas time elapses, which might result in diminishing the motivation forparticipating in the game.

Furthermore, in the case where the stamina is recovered by using an itempurchased by consuming a game currency acquired with payment, it hasbeen the case that the motivation of the player to continue the gamemight be diminished depending on the amount of payment required forpurchasing a desired item.

Accordingly, some aspects of the present invention have been made inview of the situation described above, and it is an object thereof toprovide an information processing program, an information processingserver, and an information processing system that provide a game withwhich the motivation of a player to participate in the game and tocontinue the game can be enhanced.

Solution to Problem

An information processing program according to an aspect of the presentinvention is an information processing program for causing a computer torealize: a game execution unit that consumes a first parameter toexecute a first game in the case where it is determined on the basis ofthe first parameter that it is possible to execute the first game; afirst recovery unit that recovers the first parameter up to a firstrecovery upper-limit value as time elapses; a second recovery unit thatrecovers a second parameter, which is different from the firstparameter, up to a second recovery upper-limit value as time elapses;and an instructed recovery unit that, in the case where an instructionfrom a player is accepted, consumes the second parameter using a secondparameter consumption amount based on the current amount of the secondparameter and recovers the first parameter on the basis of theconsumption amount.

An information processing server according to an aspect of the presentinvention is an information processing server including: a gameexecution unit that consumes a first parameter to execute a first gamein the case where it is determined on the basis of the first parameterthat it is possible to execute the first game; a first recovery unitthat recovers the first parameter up to a first recovery upper-limitvalue as time elapses; a second recovery unit that recovers a secondparameter, which is different from the first parameter, up to a secondrecovery upper-limit value as time elapses; and an instructed recoveryunit that, in the case where an instruction from a player is accepted,consumes the second parameter using a second parameter consumptionamount based on the current amount of the second parameter and recoversthe first parameter on the basis of the consumption amount.

An information processing system according to an aspect of the presentinvention is an information processing system including: a terminal; andan information processing server communicatively connected to theterminal, wherein the terminal includes: an accepting unit that acceptsan instruction for recovering a first parameter from a player; and acommunication unit that sends the accepted instruction to theinformation processing server, and wherein the information processingserver includes: a game execution unit that consumes the first parameterto execute a first game in the case where it is determined on the basisof the first parameter that it is possible to execute the first game; afirst recovery unit that recovers the first parameter up to a firstrecovery upper-limit value as time elapses; a second recovery unit thatrecovers a second parameter, which is different from the firstparameter, up to a second recovery upper-limit value as time elapses;and an instructed recovery unit that, in the case where the instructionis accepted, consumes the second parameter using a second parameterconsumption amount based on the current amount of the second parameterand recovers the first parameter on the basis of the consumption amount.

A “player” refers to a user who operates a terminal device, and is alsoa concept corresponding to a client in what is called a client-serversystem. Furthermore, generally, a player may participate in a game viawhat is called a player character that is engaged in activities, takeactions, and so forth in a virtual game space instead of the playerhimself or herself, or via a suitable game medium associated with theplayer character.

A “parameter” refers to information that is managed in association witha player in a game. For example, a parameter refers to informationrelating to the progress of a game, such as stamina indicating thephysical strength in the game or a game currency. The parameter isdetermined in accordance with the content of game play. The parameter isdetermined, for example, on the basis of the difficulty or importance ofgame play. Stamina may be recovered as time elapses, as a result ofsucceeding in an event generated in the game, as the level of the playeris improved (status improvement), or by using an acquired item, whichwill be described later. The game currency may be acquired on the basisof payment for the game by the user, success in an event, an improvementin the level of the player, etc.

An “item” refers to information that is managed in association with aplayer in a game and that is different from a “parameter”. For example,an item refers to something generating an effect that brings about anadvantage in proceeding with a game in which the player participates,relative to other players or enemy characters in the game, or somethingthat enhances a value or a sense of value when it is acquired or owned,and the kinds thereof are not particularly limited. Examples of itemsinclude various items for recovering the stamina of the player. However,without limitation to those items, examples of items may include variousitems for enhancing the attacking ability of the player and variousitems for increasing damage to other players and enemy characters in thegame.

It is to be noted that, in the present invention, a “unit” does notsimply refer to a physical means but also includes the case where thefunctionality of the “unit” is realized by software. Furthermore, thefunctionality of one “unit” or device may be realized by two or morephysical means or devices, and the functionality of two or more “units”or devices may be realized by a single physical means or device.

Advantageous Effects of Invention

The present invention provides a game with which the motivation of aplayer to participate in the game and to continue the game can beenhanced.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a schematic configuration diagram (system configurationdiagram) of an information processing system according to an embodimentof the present invention.

FIG. 2 is a schematic configuration diagram (block diagram) of aninformation processing server and a player terminal according to theembodiment of the present invention.

FIG. 3 is a schematic configuration diagram (block diagram) showing anexample of the functional configurations of the information processingserver and the player terminal according to the embodiment of thepresent invention.

FIG. 4 is a flowchart showing an example of a temporal recovery processaccording to the embodiment of the present invention, in which staminais recovered as time elapses.

FIG. 5 is a flowchart showing an example of an instructed recoveryprocess according to the embodiment of the present invention, in whichstamina is recovered according to an instruction from a player.

FIG. 6 shows an example of the relationship between stamina values andthe temporal recovery process according to the embodiment of the presentinvention.

FIG. 7 shows an example of the relationship between stamina values andthe instructed recovery process according to the embodiment of thepresent invention.

FIG. 8 shows an example of the screen of an output unit of the playerterminal according to the embodiment of the present invention.

FIG. 9 shows an example of the screen of an output unit of the playerterminal according to the embodiment of the present invention.

FIG. 10 shows an example of the screen of an output unit of the playerterminal according to the embodiment of the present invention.

DESCRIPTION OF EMBODIMENTS

An embodiment of the present invention will be described below withreference to the accompanying drawings. The following embodiment is anexample for explaining the present invention, and it is not intended tolimit the present invention only to this embodiment. Furthermore, thepresent invention can be modified in various forms not departing fromthe gist thereof. Furthermore, the same reference signs are attached tothe same components throughout the drawings wherever possible, andrepeated descriptions will be omitted.

FIG. 1 is a block diagram showing the overall configuration of aninformation processing system 100 according to this embodiment. As shownin FIG. 1 , as an example, the information processing system 100 isconfigured to include an information processing server 1, n (n is anarbitrary integer greater than or equal to 1) player terminals 3, and anetwork N.

The information processing system 100 is what is called a client-serversystem. The information processing system 100 is realized by mutuallycarrying out communication between the n player terminals 3 acting asclients and the information processing server 1 via the network N.

The information processing server 1 is realized, for example, by aserver device. Furthermore, the player terminals 3 are realized, forexample, by smartphones, game machines, or personal computers.Furthermore, the network N is realized, for example, by a network suchas the Internet or a mobile phone network, a LAN (Local Area Network),or a network formed by combining these types of networks.

In the drawings, a player terminal 3 a and a player terminal 3 n areshown as the n player terminals 3. In the following description,however, these n player terminals 3 will be simply referred to as the“player terminals 3”, with the reference signs partially omitted, in thecase where no distinction is made thereamong.

FIG. 2 is a block diagram showing the hardware configuration of theinformation processing server 1 and the hardware configuration of theplayer terminal 3 according to the embodiment of the present invention.In the figure, reference signs corresponding to the hardware of theinformation processing server 1 are shown without adding parentheses,and reference signs corresponding to the hardware of the player terminal3 are shown with added parentheses.

As an example, the information processing server 1 includes a CPU(Central Processing Unit) 11, a memory 13 constituted of a ROM (ReadOnly Memory) 12, a RAM (Random Access Memory), etc., a bus 14, aninput/output interface 15, an input unit 16, an output unit 17, astorage unit 18, and a communication unit 19.

The CPU 11 executes various kinds of processing according to programsrecorded in the memory 13 or programs loaded from the storage unit 18into the memory 13.

The memory 13 also stores, as appropriate, data, etc. needed for theexecution of various kinds of processing by the CPU 11. The CPU 11 andthe memory 13 are connected to each other via the bus 14. Theinput/output interface 15 is also connected to the bus 14. The inputunit 16, the output unit 17, the storage unit 18, and the communicationunit 19 are connected to the input/output interface 15.

The input unit 16 is formed of various kinds of buttons, a touchscreen,a microphone, or the like, and accepts input of various kinds ofinformation in accordance with instruction operations performed by theadministrator of the information processing server 1 or the like.Alternatively, the input unit 16 may be realized by an input device,such as a keyboard or a mouse, that is independent of a main unitaccommodating the other units of the information processing server 1.

The output unit 17 is formed of a display, a speaker, or the like, andoutputs image data or music data. The image data or music data outputfrom the output unit 17 is output from the display, the speaker, or thelike in a form recognizable by a player, as an image or music.

The storage unit 18 is formed of a semiconductor memory, such as a DRAM(Dynamic Random Access Memory), and stores various kinds of data.

The communication unit 19 realizes communication that is carried outwith other devices. For example, the communication unit 19 carries outcommunication mutually with the player terminals 3 via the network N.

Furthermore, although not shown, a drive is provided, as needed and asappropriate, in the information processing server 1. For example, aremovable medium formed of a magnetic disk, an optical disk, amagneto-optical disk, a semiconductor memory, or the like is loaded inthe drive, as appropriate. The removable medium stores a program forexecuting a game and various kinds of data, such as image data. Theprogram and the various kinds of data, such as image data, read by thedrive from the removable medium, are installed in the storage unit 18,as needed.

Next, the hardware configuration of the player terminal 3 will bedescribed. As shown in FIG. 2 , as an example, the player terminal 3includes a CPU 31, a memory 33, a bus 34, an input/output interface 35,an input unit 36, an output unit 37, a storage unit 38, and acommunication unit 39. These units individually have functionsequivalent to those of the units having the same names and differentreference signs in the information processing server 1 described above.Thus, repeated descriptions will be omitted.

FIG. 3 is a block diagram showing an example of the functionalconfiguration of the information processing server 1 and the functionalconfiguration of the player terminal 3 according to the embodiment ofthe present invention. As shown in FIG. 3 , as an example, theinformation processing server 1 is configured to include an informationprocessing unit 111 that executes a stamina recovery process forrecovering the stamina (a parameter) of a player in a game and thestorage unit 18 that records information needed for the stamina recoveryprocess and information generated as a result of the stamina recoveryprocess.

The information processing unit 111 is functionally configured toinclude, for example, a game execution unit 113, a first recovery unit115, a second recovery unit 117, an instructed recovery unit 119, aparameter conversion unit 121, and a parameter generation unit 123.These units of the information processing unit 111 can be realized, forexample, by the CPU 11 executing programs stored in the memory 113 orthe storage unit 18 shown in FIG. 2 .

The game execution unit 113 is a unit that mainly executes gameexecution processing. Specifically, the game execution unit 113 executesa first game while consuming main stamina in the case where it isdetermined on the basis of the main stamina (first parameter) that it ispossible to execute the first game.

Specifically, in the case where an amount of main stamina needed forexecuting the first game is available, the game execution unit 113updates the value of the main stamina included in parameter informationPI stored in the storage unit 18, which will be described later, bydecreasing the value of the main stamina by the amount needed forexecuting the first game. In addition, the game execution unit 113 sendsan instruction for executing the first game and the updated value of themain stamina to a game running unit 315 of the player terminal 3 as aresponse to a request for executing the first game. The game runningunit 315 may update the values of the stamina in the first game beingexecuted by the game running unit 315 and execute the first game inaccordance with this response.

Meanwhile, in the case where the needed amount of main stamina forexecuting the first game is not available, for example, the gameexecution unit 113 may send an instruction for prohibiting the executionof the first game to the game running unit 315 of the player terminal 3.

The amount of main stamina that is decreased as a result of a game(i.e., the amount of main stamina that is consumed) is determined on thebasis of the content of the game. For example, the amount is determinedon the basis of the difficulty or importance of the game. Furthermore,the amount of main stamina that is decreased as a result of a game maybe a uniform amount among games but also may be different amounts forindividual games. For example, for a game having higher difficulty orimportance than other games, the amount of stamina that is decreased forthe game may be greater compared with the other games. Meanwhile, forexample, for a game having lower difficulty or importance than othergames, the amount of main stamina that is decreased for the game be lesscompared with the other games.

The first recovery unit 115 and the second recovery unit 117 execute astamina recovery process (temporal recovery process) in which thestamina is recovered as time elapses. Specifically, the first recoveryunit 115 recovers the main stamina to a first recovery upper-limit valueas time elapses. The first recovery upper-limit value of the mainstamina may be changed on the basis of changes in data associated withthe player (e.g., changes in the player level). The second recovery unitrecovers stock stamina (second parameter), which is different from themain stamina (first parameter), to a second recovery upper-limit valueas time elapses. The second recovery upper-limit value for the stockstamina may be changed on the basis of changes in the status of items(e.g., changes in item levels). In the following description, the “mainstamina” and the “stock stamina” will simply be referred to as the“stamina” in the case where no distinction is made therebetween.

The main stamina is stamina that is consumed when a game is executed, asmentioned above. Meanwhile, the stock stamina is stamina that plays anauxiliary role with the main stamina; specifically, the stock stamina isstamina that is consumed when recovering the main stamina on the basisof an instruction from a player. Although specific numerical values aregiven for the values of the stamina and the values of the amounts ofrecovery of the stamina in the following description, those numericalvalues are only examples for the purpose of description. The values ofthe stamina and the values of the amounts of recovery of the stamina maybe set arbitrarily, without limitation to the examples given below.

FIG. 4 shows an example of the relationship between the values of themain stamina and the stock stamina and the temporal recovery processaccording to the embodiment of the present invention. As shown in FIG. 4, for example, the first recovery unit 115 and the second recovery unit117 shown in FIG. 3 recovers the stamina by a preset period byincreasing the values of the stamina included in the parameterinformation PI stored in the storage unit 18. This temporal recoveryprocess does not particularly require any operation by a player and isperformed as time elapses.

For example, every predetermined time duration (e.g., “every fiveminutes”), the first recovery unit 115 updates the value of the mainstamina included in the parameter information PI stored in the storageunit 18 by increasing the value by a predetermined value (e.g., “1”),thereby realizing the temporal recovery process. Furthermore, everypredetermined time duration (e.g., “every one hour”), the secondrecovery unit 117 updates the value of the stock stamina included in theparameter information PI stored in the storage unit 18 by apredetermined value (e.g., “1”), thereby realizing the temporal recoveryprocess. That is, the recovery rate of the stock stamina (secondparameter) with the elapse of time is slower than the recovery rate ofthe main stamina (first parameter) with the elapse of time.Alternatively, the recovery rate of the stock stamina (second parameter)with the elapse of time may be set to be faster than the recovery rateof the main stamina (first parameter) with the elapse of time.

It is to be noted that the temporal recovery process is not executedwithout any limit. The first recovery unit 115 and the second recoveryunit 117 do not execute the temporal recovery process in the case wherethe stamina value exceeds a temporal recovery upper-limit value (e.g.,“100” for the main stamina and “70” for the stock stamina).

Furthermore, the first recovery unit 115 and the second recovery unit117 send the updated stamina values to the game running unit 315 of theplayer terminal 3. The game running unit 315 updates the stamina valuesin the game being executed by the game running unit 315 on the basis ofthe received updated stamina values.

The stock stamina is managed on a second game, which can be executedwithout consuming the main stamina. Furthermore, the stock stamina ismanaged on the second game, which is different from the first gameexecuted while consuming the main stamina and which proceeds along thesame time axis as the first game. Game data of both the first game andthe second game is maintained and managed by the common informationprocessing server 1. In the first game and the second game,elapse-of-time processing may be executed by using a shared timer. Bymanaging the stock stamina independently of the main stamina, asdescribed above, while executing the first game by using the mainstamina, when the amount of main stamina has become small, the playerexecutes a stamina recovery process (instructed recovery process) inwhich the stamina is recovered according to an instruction from theplayer, which will be described later, concurrently with the temporalrecovery process or independently of the temporal recovery process.

Here, examples of the first game include a game in which characters oritems are raised by clearing predetermined challenges (quests), a gamein which a player organizes a party by using an owned character andplays battles against enemy characters, and a rhythm game in which aplayer organizes a party by using an owned character to play the game.Furthermore, examples of the first game may include various kinds ofgames, such as action games, quiz games, pinball games, and card games.Any of these types of the first game requires consumption of the mainstamina during execution.

Examples of the second game may include a game in which a playerappreciates owned characters, a room creating game in which a room for acharacter is created, a town creating game, a game in which the playertries to increase the value of a parameter, such as the likeability of acharacter, and a game in which characters or items are raised by apredetermined method. None of these types of the second game requireconsumption of the main stamina during execution. Furthermore,predetermined data associated with a player, such as the characters oritems owned by the player, may be shared between the first game and thesecond game.

Referring back to FIG. 3 , the instructed recovery unit 119 executes astamina recovery process (instructed recovery process) in which thestamina is recovered according to an instruction from the player.Specifically, according to an instruction from the player, theinstructed recovery unit 119 consumes the stock stamina (secondparameter) and recovers the main stamina (first parameter) on the basisof the amount of consumption of the stock stamina (first parameter).

FIG. 5 shows an example of the relationship between the values of themain stamina and the stock stamina and the instructed recovery processaccording to the embodiment of the present invention. As shown in FIG. 5, according to an instruction from the player, the instructed recoveryunit 119 the stock stamina value “50” included in the parameterinformation PI stored in the storage unit 18 to “0” (consumes all thestock stamina) to increase (recover) the main stamina value from “70” to“120”. The specific processing in the instructed recovery process willbe described later.

Note that the “possession limit values” of the main stamina and thestock stamina are upper-limit values of stamina that are set in theinformation processing system according to this embodiment, and do notvary even when an item is used or the level of the player is improved.Furthermore, the different values may be set or the same value may beset as the “possession limit values” for the main stamina and the stockstamina.

Referring back to FIG. 3 , in the case where the possession limit valueof the first parameter, which is greater than or equal to the firstrecovery upper-limit value, would be exceeded if the first parameterwere recovered on the basis of the second parameter consumption amount,the parameter conversion unit 121 (conversion unit) converts the secondparameter into an item that makes it possible to recover the firstparameter.

The parameter generation unit 123 generates stock stamina (secondparameter) corresponding to a specific item on the basis of thatspecific item.

The storage unit 18 stores, for example, parameter information PIindicating parameters in the game that is executed by the game executionunit 113, such as stamina and a currency in the game, as well as iteminformation II indicating various items in the game that is executed bythe game execution unit 113.

Next, as an example, the player terminal 3 is configured to include aninformation processing unit 311 that manages the proceeding of the gameand the storage unit 38 that stores information needed for theproceeding of the game.

The information processing unit 311 is configured to functionallyinclude, for example, an operation-information accepting unit 313 and agame running unit 315. These units of the information processing unit311 can be realized, for example, by the CPU 31 executing programsstored in the memory 33 or the storage unit 38 shown in FIG. 2 .

The operation-information accepting unit 313 accepts operations relatingto the game from the player. The operation-information accepting unit313 accepts operations relating to the game, performed by the player viathe input unit 36. Then, the operation-information accepting unit 313outputs the contents of the accepted operations to the game running unit315.

The game running unit 315 executes processing for running the game. Thegame running unit 315 runs the game on the basis of game softwareincluded in game running information GI stored in the storage unit 38and the contents of player operations input from the input unit 36 shownin FIG. 2 .

As the game is run, the game running unit 315 executes controlprocessing for generating game images from image data included in thegame running information GI and outputting the generated images to theoutput unit 37. Similarly, as the game is run, the game running unit 315executes control processing for generating game music and audio frommusic data and audio data included in the game running information GIand outputting the generated music and audio from the output unit 37.

As described earlier, predetermined parameters in the game run by thegame running unit 315 are managed by the information processing server1. For example, parameters such as stamina in the game and a gamecurrency in the game are managed by the information processing server 1.Thus, in the case where processing involving changes in thesepredetermined parameters (i.e., processing involving increases ordecreases in the values of the parameters) occurs in the game, the gamerunning unit 315 carries out communication with the informationprocessing server 1 to update the parameters managed by the informationprocessing server 1. Then, the game running unit 313 receives theupdated parameters from the information processing server 1 andcontinues to run the game on the basis of the updated parameters.

<Temporal Recovery Process>

A stamina recovery process (temporal recovery process) in which thestamina is recovered as time elapses will be described with reference toFIG. 6 . FIG. 6 is a flowchart showing an example of the temporalrecovery process according to the embodiment of the present invention.Since the first recovery unit 115 and the second recovery unit 117execute similar temporal recovery processes, the following descriptionwill be given in the context of only the first recovery unit 115 as anexample.

(Step S1)

The first recovery unit 115 shown in FIG. 3 determines whether or notthe value of the main stamina exceeds a temporal recovery upper-limitvalue in the case where the value of the main stamina included in theparameter information PI stored in the storage unit 18 is increased by apredetermined value (e.g., “1”). In the case where the temporal recoveryupper-limit value is exceeded, the determination in step S1 results inYes, and the determination in step S1 is performed repeatedly.Meanwhile, in the case where the temporal recovery upper-limit value isnot exceeded, the process proceeds to step S3.

(Step S3)

The first recovery unit 115 determines whether or not a predeterminedtime duration (e.g., “five minutes”) has elapsed since the main staminawas recovered through the previous temporal recovery process or sincethe main stamina was consumed as a result of the previous gameexecution. In the case where the predetermined time duration has notelapsed, the determination in step S3 results in No, and the processreturns to step S1 without increasing the value of the main stamina.Meanwhile, in the case where the predetermined time duration haselapsed, the determination in step S3 results in Yes, and the processproceeds to step S5.

(Step S5)

The first recovery unit 115 realizes the temporal recovery process byincreasing the value of the main stamina included in the parameterinformation PI stored in the storage unit 18 by a predetermined value(e.g., “1”) to update the value of the main stamina.

(Step S7)

The first recovery unit 115 sends the updated value of the main staminato the game running unit 315 of the player terminal 3. The game runningunit 315 updates the value of the main stamina in the game beingexecuted by the game running unit 315 on the basis of the receivedupdated value of the main stamina.

<Instructed Recovery Process>

A stamina recovery process (instructed recovery process) in which thestamina is recovered according to an instruction from a player will bedescribed with reference to FIGS. 7 to 10 . FIG. 7 is a flowchartshowing an example of the instructed recovery process according to theembodiment of the present invention. The temporal recovery processdescribed above may be executed concurrently with the instructedrecovery process, or control may be executed so as not to execute thetemporal recovery process while the instructed recovery process is beingexecuted.

(Step S11)

The game execution unit 113 of the information processing server 1,shown in FIG. 3 , reads the value of the stock stamina included in theparameter information PI stored in the storage unit 18 and notifies theplayer terminal 3 of the value of the stock stamina.

(Step S13)

The game running unit 315 of the player terminal 3, shown in FIG. 3 ,determines whether or not the value of the stock stamina is greater thana setting value. That is, the game running unit 315 determines whetheror not stock stamina is stored to such a degree that it is possible torecover the main stamina. For example, the game running unit 315determines whether or not the value of the stock stamina is greater than“0” and proceeds to step S15 if the value is greater (case of Yes). Inthe case where the value of the stock stamina is less than “0” (case ofNo), the process is repeated until stock stamina is stored. The settingvalue is not limited to “0”, and a value greater than or equal to “1”may be set.

(Step S15)

The operation-information accepting unit 313 of the player terminal 3,shown in FIG. 3 , accepts, from the player, an instruction for consumingthe stock stamina to recover the main stamina. For example, the playeroperates the player terminal 3 so as to move from the first game inwhich the player is currently participating to the second game and so asto recover the main stamina by consuming the stock stamina managed inthe second game.

FIG. 8 shows an example of a second game screen that is output from theoutput unit of the player terminal according to the embodiment of thepresent invention. As shown in FIG. 8 , for example, when the playerselects a stock stamina image SS on a second game screen G1 by a clickoperation, the operation-information accepting unit 313 accepts aninstruction for consuming the stock stamina to recover the main stamina,and the game running unit 315 transfers the instruction to theinformation processing server 1.

(Step S17)

When the instruction from the player terminal 3 is accepted, theinstructed recovery unit 119 of the information processing server 1,shown in FIG. 3 , determines whether or not it is possible to recoverthe main stamina.

Specifically, the instructed recovery unit 119 sets a consumption amountof the stock stamina on the basis of the current amount of the stockstamina (second parameter). For example, the instructed recovery unit119 may set an amount corresponding to the current amount of the stockstamina as the consumption amount of the stock stamina. Then, afterrecovering the main stamina (first parameter) on the basis of theconsumption amount of the stock stamina, the instructed recovery unit119 determines whether or not the possession limit value of the mainstamina, which is greater than or equal to the first recoveryupper-limit value indicating an upper limit to which it is possible torecover the main stamina as time elapses, is exceeded. In the example inFIG. 8 , even if the current value “70” of the main stamina is recoveredby “50” on the basis of a consumption amount “50” of the stock stamina,the value of the main stamina after the recovery is “120”. Thus, sincethe value of the main stamina after the recovery does not exceed thepossession limit value “9999” of the main stamina (case of Yes), theinstructed recovery unit 119 proceeds to step S19 in order to executeprocessing for recovering the main stamina.

Meanwhile, in the case where the possession limit value is exceeded ifthe main stamina (first parameter) is recovered on the basis of theconsumption amount of the stock stamina (second parameter) (case of No),the processing for recovering the main stamina is cancelled, and theprocess proceeds to step S23.

(Steps S19 and S21)

The instructed recovery unit 119 decreases the value “50” of the stockstamina included in the parameter information PI stored in the storageunit 18 to “0” (consumes all the stock stamina) to increase (recover)the value of the main stamina from “70” to “120”. Furthermore, theinstructed recovery unit 119 sends the value “120” of the main staminaafter the recovery and the value “0” of the stock stamina after theconsumption to the game running unit 315 of the player terminal 3. Thegame running unit 315 updates the values of the main stamina and thestock stamina in the game being executed by the game running unit 315 onthe basis of the received updated values of the main stamina and thestock stamina.

FIG. 9 shows an example of a second game screen that is output from theoutput terminal of the player terminal according to the embodiment ofthe present invention. As shown in FIG. 9 , the instructed recovery unit119 decreases the value “50” of the stock stamina to “0” (consumes allthe stock stamina) to increase (recover) the value of the main staminafrom “70” to “120”.

It is to be noted that consuming the stock stamina is not limited toconsuming all of the current amount of the stock stamina and may includeconsuming at least a portion of the current amount. For example, it ispossible to use “40” in order to recover the main stamina out of thecurrent amount “50” of the stock stamina and to convert the remaining“10” into an item. The instructed recovery unit 119 is not allowed toset an amount exceeding the current amount of the stock stamina as aconsumption amount of the stock stamina.

(Step S23)

In the case where the possession limit value would be exceeded if themain stamina (first parameter) were recovered on the basis of theconsumption amount of the stock stamina (second parameter) (case of Noin step S17), the parameter conversion unit 121 shown in FIG. 3 convertsthe stock stamina into an item that makes it possible to recover themain stamina. The parameter conversion unit 121 stores the converteditem as item information II in the storage unit 18.

FIG. 10 shows an example of the screen of the output unit of the playerterminal according to the embodiment of the present invention. As shownin FIG. 10 , since the main stamina would become “10040” if the mainstamina “9990” were recovered on the basis of the consumption amount“50” of the stock stamina, exceeding the possession limit value “9999”,the parameter conversion unit 121 converts all the stock stamina “50”into an item I that makes it possible to recover the main stamina andprovides the item I to the player. For example, when the item I isacquired, the output unit 37 in FIG. 3 may output an item acquisitionscreen G3 in a manner superimposed on the second game screen G1 orinstead of the second game screen G1.

With this configuration, it is possible to keep an item acquired throughthe conversion processing by the parameter conversion unit 121 for acertain period without using the item. Thus, the player can consume theitem to recover the main stamina at arbitrary timing.

It is to be noted that converting the stock stamina into the item I isnot limited to converting all of the stock stamina into the item I andmay include consuming at least a portion thereof. For example, it ispossible to use “9” in order to recover the main stamina out of thestock stamina “50” and to convert the remaining “41” into the item I.Furthermore, a usage period may be set for an item such that the itemvanishes when the usage period expires.

According to the above-described embodiment of the present invention, inorder to replenish the main stamina that has decreased as a result ofthe first game, it is possible for the player to consume the stockstamina in which a desired amount of stamina has already beenaccumulated and to recover the main stamina. Thus, it is possible toexecute the game at a timing desired by the player, and it is alsopossible to continue the game without requiring charging. This makes itpossible to provide a game with which the motivation for the player toparticipate in the game and to continue the game can be enhanced.

It is to be noted that the above-described embodiments are presented tofacilitate the understanding of the present invention and should not beconstrued to limit the present invention. The present invention can bemodified or improved without departing from the gist thereof, and thepresent invention encompasses equivalents thereof.

For example, the parameter generation unit 123 shown in FIG. 3 generatesstock stamina (second parameter) corresponding to a specific item on thebasis of that specific item. For example, the parameter generation unit123 may be configured to generate new stock stamina for recovering themain stamina, which is different from the stock stamina associated withthe item I, on the basis of a specific item other than the item I shownin FIG. 10 . Similarly to the other stock stamina, the newly generatedstock stamina is set so as to be recovered to a recovery upper-limitvalue as time elapses. At least one of the recovery upper-limit value ofeach item of stock stamina and the recovery rate of each item of stockstamina with the elapse of time may be set on the basis of the kind of aspecific item. Furthermore, at least one of the recovery upper-limitvalue of each item of stock stamina and the recovery rate of each itemof stock stamina with the elapse of time may be set in accordance with achange in the level (status) of a specific item.

With this configuration, since it is possible to recover the mainstamina by using new stock stamina associated with a specific item, therange of choice about the method of recovering the main stamina isincreased. This increases the degree of freedom about the method for theplayer to recover the main stamina, which improves convenienceconcerning the game for the player.

Furthermore, at least one of the recovery upper-limit value of the stockstamina and the recovery rate of the stock stamina with the elapse oftime may be changed on the basis of a change in the level (statuschange) or the like of a specific item. For example, when the level of aspecific item becomes higher, the recovery upper-limit value of thestock stamina associated with the specific item having the higher levelmay be increased or the recovery rate of the stock stamina with theelapse of time may be increased.

Alternatively, at least one of the recovery upper-limit value of thestock stamina and the recovery rate of the stock stamina with the elapseof time may be changed in accordance with a change in the kind of aspecific item.

With this configuration, since it is possible to improve the ability torecover the main stamina with the stock stamina, the degree of freedomfor the player to recover the main stamina is increased, which enhancesthe fun and essence of the game.

REFERENCE SIGNS LIST

-   -   1 Information processing server    -   3 Player terminal    -   11 (31) CPU    -   13 (33) Memory    -   14 (34) Bus    -   15 (35) Input/output interface    -   16 (36) Input unit    -   17 (37) Output unit    -   18 (38) Storage unit    -   19 (39) Communication unit    -   111, 311 Information processing unit    -   113 Game execution unit    -   115 First recovery unit    -   117 Second recovery unit    -   119 Instructed recovery unit    -   121 Parameter conversion unit    -   123 Parameter generation unit    -   313 Operation-information accepting unit    -   315 Game running unit

1-8. (canceled)
 9. A non-transitory computer readable medium comprisingan information processing program, the information processing program,when executed by a computer, is configured to perform a methodcomprising: consuming a first parameter to execute a first electronicgame operating on a player terminal in response to determining, based onthe first parameter, that execution of the first electronic game ispossible on the player terminal; recovering the first parameter up to afirst recovery upper-limit value as time elapses; recovering a secondparameter, which is different from the first parameter, up to a secondrecovery upper-limit value as time elapses; consuming, in response to aninstruction from a player using an input device connected to the playerterminal and the instruction being accepted by an information processingserver, the second parameter to execute a second electronic gameoperating on the player terminal using a second parameter consumptionamount based on a current amount of the second parameter, wherein thefirst electronic game and the second electronic game are managed by theinformation processing server and output to one or more game screens onthe player terminal; and recovering the first parameter based on thesecond parameter consumption amount, wherein the first parametercorresponds to an amount of stamina for a game character in the firstelectronic game, wherein the amount of stamina is increased based on thesecond parameter consumption amount in the second electronic game, andwherein the first electronic game and the second electronic game aredifferent games.
 10. The non-transitory computer readable mediumaccording to claim 9, wherein the second parameter is managed in thesecond electronic game that can be executed without consuming the firstparameter and that differs in kind from the first electronic game. 11.The non-transitory computer readable medium according to claim 9,wherein a recovery rate of the second parameter with the elapse of timeis lower than the recovery rate of the first parameter with the elapseof time.
 12. The non-transitory computer readable medium according toclaim 9, wherein the method further comprises: generating the secondparameter corresponding to a specific item based on the specific item.13. The non-transitory computer readable medium according to claim 12,wherein at least one of the second recovery upper-limit value and arecovery rate of the second parameter with the elapse of time is changedin accordance with a change in a status of the specific item.
 14. Aninformation processing server comprising: a computer processor; and amemory coupled to the computer processor, wherein the memory comprises acomputer program configured to perform a method comprising: consuming afirst parameter to execute a first electronic game operating on a playerterminal in response to determining, based on the first parameter thatexecution of the first electronic game is possible on the playerterminal; recovering the first parameter up to a first recoveryupper-limit value as time elapses; recovering a second parameter, whichis different from the first parameter, up to a second recoveryupper-limit value as time elapses; consuming, in response to aninstruction from a player using an input device connected to the playerterminal and the instruction being accepted, the second parameter toexecute a second electronic game operating on the player terminal usinga second parameter consumption amount based on a current amount of thesecond parameter; managing the first electronic game and the secondelectronic game; outputting the first electronic game and the secondelectronic game to one or more game screens on the player terminal; andrecovering the first parameter based on the second parameter consumptionamount, wherein the first parameter corresponds to an amount of staminafor a game character in the first electronic game, wherein the amount ofstamina is increased based on the second parameter consumption amount inthe second electronic game, and wherein the first electronic game andthe second electronic game are different games.
 15. An informationprocessing system comprising: a player terminal; an input deviceconnected to the player terminal; and an information processing servercommunicatively connected to the player terminal, wherein the playerterminal is configured to perform a first method comprising: acceptingan instruction for recovering a first parameter from a player; andsending the accepted instruction to the information processing server,and wherein the information processing server is configured to perform asecond method comprising: consuming the first parameter to execute afirst electronic game operating on the player terminal in response todetermining, based on the first parameter that execution of the firstelectronic game is possible on the player terminal; recovering the firstparameter up to a first recovery upper-limit value as time elapses;recovering a second parameter in a second electronic game, which isdifferent from the first parameter, up to a second recovery upper-limitvalue as time elapses; and consuming, in response to the instructionbeing accepted, the second parameter using a second parameterconsumption amount based on a current amount of the second parameter,wherein the first electronic game and the second electronic game aremanaged by the information processing server and output to one or moregame screens on the player terminal; and recovering the first parameterbased on the second parameter consumption amount, wherein the firstparameter corresponds to an amount of stamina for a game character inthe first electronic game, wherein the amount of stamina is increasedbased on the second parameter consumption amount in the secondelectronic game, and wherein the first electronic game and the secondelectronic game are different games.